using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using YacGE.Map;
using YacGE.Script;

namespace YacGE
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game : Microsoft.Xna.Framework.Game
    {
        private readonly GraphicsDeviceManager _graphics;
        private SpriteBatch _spriteBatch;

        private MapManager _mapManager;
        private ScriptManager _scriptManager;

        public Game()
        {
            _graphics = new GraphicsDeviceManager(this)
                            {
                                PreferredBackBufferWidth = 1280,
                                PreferredBackBufferHeight = 720
                            };
            _graphics.ApplyChanges();
            IsMouseVisible = true;
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            _scriptManager = new ScriptManager();
            _mapManager = new MapManager(_graphics, _scriptManager, this);
            
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            _mapManager.LoadMap(@"MainMenu");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            _mapManager.UpdateObjects(gameTime, Keyboard.GetState(), Mouse.GetState());

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            _spriteBatch.Begin();

            _mapManager.DrawObjects(_spriteBatch);

            _spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}